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perf: reduce core-sim GC churn 42% and add GC-churn profiling to the perf harness (#4494)
## Summary
Reduces core-simulation GC churn by **42%** on a 20-game-minute Giant
World Map run, and extends the headless full-game perf harness so churn
is measurable and regressions are visible.
### 1. GC-churn measurement (`tests/perf/fullgame/GcProfiler.ts`)
`npm run perf:game` now reports:
- **GC pauses** by kind (minor/major/incremental) via a
`PerformanceObserver` on `'gc'` entries, bucketed into tick windows by
timestamp (V8 only delivers these entries on a timer task, so they're
flushed after the run)
- **Allocation rate** per `--window N` ticks (default 1000) from
used-heap deltas sampled every tick, so churn can be tracked across game
phases
- **Top allocating functions** from the V8 sampling heap profiler with
`includeObjectsCollectedBy{Major,Minor}GC` — i.e. actual churn including
short-lived garbage, not live memory — plus a `.heapprofile` loadable in
Chrome DevTools (Memory → Allocation sampling)
New flags: `--window N`, `--no-gc-profile`, `--no-alloc-profile`.
### 2. Allocation reductions in the hot paths it found
| Site | Change |
|---|---|
| `GameMap.bfs` | inline neighbor enumeration instead of an array per
visited tile |
| `GameMap`/`Game` | new `forEachNeighborNSWE` — allocation-free
iterator matching `neighbors()` N,S,W,E order for order-sensitive
callers (`forEachNeighbor` visits W,E,N,S, so substituting it would
change sim behavior) |
| `PlayerImpl.nearby` / `sharesBorderWith` / `shoreReachableNeighbors` |
no per-call neighbor arrays; no materialized shore-tile array |
| `PlayerImpl.units(types)` | gather into a reusable scratch buffer,
return one exact-size slice (still a fresh snapshot array per call) |
| `AiAttackBehavior.maybeAttack` | single pass over border neighbors
replacing the `flatMap`/`filter`/`map` chain over every border tile |
| `AiAttackBehavior.isBorderingNukedTerritory` | reusable `neighbors4`
buffer with early exit |
| `SharedWaterCache.build` | allocation-free neighbor iteration |
| `SpatialQuery.bfsNearest` | first-minimum scan instead of
collect-then-stable-sort (identical result incl. tie-breaking) |
### Results (Giant World Map, 400 bots, 12,000 ticks ≈ 20 game-minutes,
seed `perf-default`)
| Metric | Before | After |
|---|---|---|
| Sampled allocations (incl. collected) | 97.7 GB | **56.9 GB (−42%)** |
| GC count / total pause | 1,682 / 3,313 ms (1.8% of wall) | 1,058 /
2,087 ms (1.2%) |
| Ticks/sec | 66 | 70 |
| p99 / max tick | 49.9 ms / 988 ms | 43.5 ms / 689 ms |
| Ticks over 100 ms budget | 31 | 19 |
## Determinism
Every rewrite preserves exact iteration order (the new NSWE iterator
exists precisely for the order-sensitive sites). Verified by identical
final game-state hashes on three runs: Giant World Map 12,000 ticks
(`67286276735690560`), Giant World Map 2,000 ticks, and World 1,800
ticks.
## Test plan
- [x] Full suite green (1,896 tests)
- [x] New tests: `forEachNeighborNSWE` order contract vs `neighbors()`
over every tile; `units()` filtering semantics (insertion order,
fresh-array guarantee, duplicate types, Set path)
- [x] Final-hash equality on 3 seeded headless runs (2 maps)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
---------
Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -1172,6 +1172,12 @@ export class GameView implements GameMap {
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forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void {
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this._map.forEachNeighbor(ref, callback);
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}
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forEachNeighborNSWE(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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this._map.forEachNeighborNSWE(ref, callback);
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}
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neighbors4(ref: TileRef, out: TileRef[]): number {
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return this._map.neighbors4(ref, out);
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}
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@@ -48,17 +48,20 @@ export class SharedWaterCache {
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let hasOcean = false;
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const lakes = new Set<number>();
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// The lake set is only membership-tested, so neighbor visit order does
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// not matter — use the allocation-free iterator.
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const visit = (neighbor: number) => {
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if (!game.isWater(neighbor)) return;
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if (game.isOcean(neighbor)) {
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hasOcean = true;
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return;
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}
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const comp = game.getWaterComponent(neighbor);
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if (comp !== null) lakes.add(comp);
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};
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for (const tile of player.borderTiles()) {
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if (!game.isShore(tile)) continue;
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for (const neighbor of game.neighbors(tile)) {
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if (!game.isWater(neighbor)) continue;
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if (game.isOcean(neighbor)) {
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hasOcean = true;
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continue;
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}
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const comp = game.getWaterComponent(neighbor);
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if (comp !== null) lakes.add(comp);
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}
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game.forEachNeighbor(tile, visit);
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}
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playerToWater.set(player, { hasOcean, lakes });
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@@ -33,6 +33,9 @@ import {
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import { TransportShipExecution } from "../TransportShipExecution";
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import { closestTwoTiles } from "../Util";
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// Reusable neighbor buffer for hot loops; the simulation is single-threaded.
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const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
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export class AiAttackBehavior {
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private botAttackTroopsSent: number = 0;
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@@ -52,20 +55,24 @@ export class AiAttackBehavior {
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throw new Error("not initialized");
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}
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const border = Array.from(this.player.borderTiles())
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.flatMap((t) => this.game.neighbors(t))
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.filter(
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(t) =>
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this.game.isLand(t) &&
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!this.game.isImpassable(t) &&
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this.game.ownerID(t) !== this.player?.smallID(),
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);
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// Neighbor visit order matters here: the set's insertion order feeds the
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// stable troop-count sort below, so ties keep border-discovery order.
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const borderingPlayerSet = new Set<Player>();
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let borderHasNonNukedTerraNullius = false;
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const smallID = this.player.smallID();
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const visit = (t: number) => {
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if (!this.game.isLand(t) || this.game.isImpassable(t)) return;
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if (this.game.ownerID(t) === smallID) return;
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const owner = this.game.playerBySmallID(this.game.ownerID(t));
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if (owner.isPlayer()) borderingPlayerSet.add(owner);
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if (!this.game.hasOwner(t) && !this.game.hasFallout(t)) {
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borderHasNonNukedTerraNullius = true;
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}
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};
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for (const t of this.player.borderTiles()) {
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this.game.forEachNeighborNSWE(t, visit);
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}
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const playerNeighbors = this.player.nearby();
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const borderingPlayerSet = new Set<Player>(
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border
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.map((t) => this.game.playerBySmallID(this.game.ownerID(t)))
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.filter((o): o is Player => o.isPlayer()),
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);
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for (const n of playerNeighbors) {
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if (n.isPlayer()) borderingPlayerSet.add(n);
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}
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@@ -81,7 +88,7 @@ export class AiAttackBehavior {
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// Attack TerraNullius but not nuked territory (direct border or across a river)
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const hasNonNukedTerraNullius =
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border.some((t) => !this.game.hasOwner(t) && !this.game.hasFallout(t)) ||
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borderHasNonNukedTerraNullius ||
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playerNeighbors.some((n) => !n.isPlayer());
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if (hasNonNukedTerraNullius) {
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if (this.sendAttack(this.game.terraNullius())) return;
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@@ -548,8 +555,13 @@ export class AiAttackBehavior {
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return false;
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}
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// Boolean result, so neighbor order doesn't matter; a reused scratch
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// buffer keeps this allocation-free and allows early exit.
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const nbuf = NEIGHBOR_SCRATCH;
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for (const tile of this.player.borderTiles()) {
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for (const neighbor of this.game.neighbors(tile)) {
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const n = this.game.neighbors4(tile, nbuf);
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for (let i = 0; i < n; i++) {
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const neighbor = nbuf[i];
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if (
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this.game.isLand(neighbor) &&
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!this.game.hasOwner(neighbor) &&
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@@ -705,6 +705,14 @@ export interface Game extends GameMap {
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forEachTile(fn: (tile: TileRef) => void): void;
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// Zero-allocation neighbor iteration (cardinal only) to avoid creating arrays
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forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void;
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// Same, but in neighbors() N, S, W, E order — for order-sensitive code.
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forEachNeighborNSWE(
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tile: TileRef,
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callback: (neighbor: TileRef) => void,
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): void;
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// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
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// returns the count. Reuse out across calls to avoid allocation.
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neighbors4(ref: TileRef, out: TileRef[]): number;
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// Zero-allocation neighbor iteration for performance-critical cluster calculation
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// Alternative to neighborsWithDiag() that returns arrays
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// Avoids creating intermediate arrays and uses a callback for better performance
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@@ -1134,6 +1134,12 @@ export class GameImpl implements Game {
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forEachNeighbor(tile: TileRef, callback: (neighbor: TileRef) => void): void {
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this._map.forEachNeighbor(tile, callback);
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}
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forEachNeighborNSWE(
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tile: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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this._map.forEachNeighborNSWE(tile, callback);
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}
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neighbors4(ref: TileRef, out: TileRef[]): number {
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return this._map.neighbors4(ref, out);
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}
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@@ -39,6 +39,14 @@ export interface GameMap {
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neighbors(ref: TileRef): TileRef[];
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// Zero-allocation neighbor iteration (cardinal only), in W, E, N, S order.
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forEachNeighbor(ref: TileRef, callback: (neighbor: TileRef) => void): void;
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// Zero-allocation neighbor iteration (cardinal only) in the same N, S, W, E
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// order as neighbors(). Use this in order-sensitive code — anything feeding
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// sets/arrays whose iteration order affects the simulation — where
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// forEachNeighbor's W, E, N, S order would change behavior.
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forEachNeighborNSWE(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void;
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// Writes the cardinal neighbors of ref into out (W, E, N, S order) and
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// returns the count. out must have length >= 4; reuse it across calls to
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// avoid allocation in hot loops.
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@@ -395,6 +403,19 @@ export class GameMapImpl implements GameMap {
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if (ref < (this.height_ - 1) * w) callback(ref + w);
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}
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forEachNeighborNSWE(
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ref: TileRef,
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callback: (neighbor: TileRef) => void,
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): void {
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const w = this.width_;
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const x = this.refToX[ref];
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if (ref >= w) callback(ref - w);
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if (ref < (this.height_ - 1) * w) callback(ref + w);
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if (x !== 0) callback(ref - 1);
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if (x !== w - 1) callback(ref + 1);
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}
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neighbors4(ref: TileRef, out: TileRef[]): number {
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const w = this.width_;
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const x = this.refToX[ref];
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@@ -480,15 +501,24 @@ export class GameMapImpl implements GameMap {
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q.push(tile);
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}
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// Neighbors are enumerated inline in the same order as neighbors() to
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// avoid allocating an array per visited tile.
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const w = this.width_;
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const southLimit = (this.height_ - 1) * w;
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const visit = (n: TileRef) => {
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if (!seen.has(n) && filter(this, n)) {
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seen.add(n);
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q.push(n);
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}
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};
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while (q.length > 0) {
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const curr = q.pop();
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if (curr === undefined) continue;
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for (const n of this.neighbors(curr)) {
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if (!seen.has(n) && filter(this, n)) {
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seen.add(n);
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q.push(n);
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}
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}
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const x = this.refToX[curr];
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if (curr >= w) visit(curr - w);
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if (curr < southLimit) visit(curr + w);
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if (x !== 0) visit(curr - 1);
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if (x !== w - 1) visit(curr + 1);
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}
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return seen;
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}
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+53
-59
@@ -84,6 +84,13 @@ const EMPTY_ATTACK_UPDATES: AttackUpdate[] = [];
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const EMPTY_ALLIANCE_VIEWS: AllianceView[] = [];
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const EMPTY_EMOJIS: EmojiMessage[] = [];
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const EMPTY_EMBARGOES = new Set<string>();
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// Reusable buffers for hot loops. The simulation is single-threaded and these
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// are fully consumed before any re-entrant call, so sharing is safe.
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const NEIGHBOR_SCRATCH: TileRef[] = [0, 0, 0, 0];
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const UNITS_SCRATCH: Unit[] = [];
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// N, S, W, E — the sampling directions used by shoreReachableNeighbors().
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const SHORE_DIRECTIONS_DX = [0, 0, -1, 1];
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const SHORE_DIRECTIONS_DY = [-1, 1, 0, 0];
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Object.freeze(EMPTY_NUMBER_ARRAY);
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Object.freeze(EMPTY_STRING_ARRAY);
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Object.freeze(EMPTY_ATTACK_UPDATES);
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@@ -361,53 +368,41 @@ export class PlayerImpl implements Player {
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return this._units;
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}
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// Hot path. Matches are gathered into a reusable scratch buffer and
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// copied out with an exact-size slice, so each call allocates exactly
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// one right-sized result array.
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const scratch = UNITS_SCRATCH;
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let n = 0;
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// Fast paths for common small arity calls to avoid Set allocation.
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if (len === 1) {
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const t0 = types[0]!;
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const out: Unit[] = [];
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for (const u of this._units) {
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if (u.type() === t0) out.push(u);
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if (u.type() === t0) scratch[n++] = u;
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}
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return out;
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}
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if (len === 2) {
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} else if (len === 2) {
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const t0 = types[0]!;
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const t1 = types[1]!;
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if (t0 === t1) {
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const out: Unit[] = [];
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for (const u of this._units) {
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if (u.type() === t0) out.push(u);
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}
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return out;
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}
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const out: Unit[] = [];
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for (const u of this._units) {
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const t = u.type();
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if (t === t0 || t === t1) out.push(u);
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if (t === t0 || t === t1) scratch[n++] = u;
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}
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return out;
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}
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if (len === 3) {
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} else if (len === 3) {
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const t0 = types[0]!;
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const t1 = types[1]!;
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const t2 = types[2]!;
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// Keep semantics identical for duplicates in types by using direct comparisons.
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const out: Unit[] = [];
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for (const u of this._units) {
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const t = u.type();
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if (t === t0 || t === t1 || t === t2) out.push(u);
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if (t === t0 || t === t1 || t === t2) scratch[n++] = u;
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}
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} else {
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const ts = new Set(types);
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for (const u of this._units) {
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if (ts.has(u.type())) scratch[n++] = u;
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}
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return out;
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}
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const ts = new Set(types);
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const out: Unit[] = [];
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for (const u of this._units) {
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if (ts.has(u.type())) out.push(u);
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}
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return out;
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return scratch.slice(0, n);
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}
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private numUnitsConstructed: Partial<Record<UnitType, number>> = {};
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@@ -454,9 +449,13 @@ export class PlayerImpl implements Player {
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}
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sharesBorderWith(other: Player | TerraNullius): boolean {
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const map = this.mg.map();
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const otherID = other.smallID();
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const nbuf = NEIGHBOR_SCRATCH;
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for (const border of this._borderTiles) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (this.mg.map().ownerID(neighbor) === other.smallID()) {
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const n = map.neighbors4(border, nbuf);
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for (let i = 0; i < n; i++) {
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if (map.ownerID(nbuf[i]) === otherID) {
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return true;
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}
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}
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@@ -478,26 +477,23 @@ export class PlayerImpl implements Player {
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nearby(): (Player | TerraNullius)[] {
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const ns: Set<Player | TerraNullius> = new Set();
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for (const border of this.borderTiles()) {
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for (const neighbor of this.mg.map().neighbors(border)) {
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if (
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this.mg.map().isLand(neighbor) &&
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!this.mg.map().isImpassable(neighbor)
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) {
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if (
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!this.mg.map().hasOwner(neighbor) &&
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this.mg.map().hasFallout(neighbor)
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) {
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continue;
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}
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const owner = this.mg.map().ownerID(neighbor);
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if (owner !== this.smallID()) {
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ns.add(
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this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
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);
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}
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const map = this.mg.map();
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const smallID = this.smallID();
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const visit = (neighbor: TileRef) => {
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if (map.isLand(neighbor) && !map.isImpassable(neighbor)) {
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if (!map.hasOwner(neighbor) && map.hasFallout(neighbor)) {
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return;
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}
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const owner = map.ownerID(neighbor);
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if (owner !== smallID) {
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ns.add(
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this.mg.playerBySmallID(owner) satisfies Player | TerraNullius,
|
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);
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}
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}
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};
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for (const border of this.borderTiles()) {
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map.forEachNeighborNSWE(border, visit);
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}
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for (const n of this.shoreReachableNeighbors()) {
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ns.add(n);
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@@ -511,21 +507,19 @@ export class PlayerImpl implements Player {
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private shoreReachableNeighbors(): Set<Player | TerraNullius> {
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const ns: Set<Player | TerraNullius> = new Set();
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const map = this.mg.map();
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const shores = Array.from(this.borderTiles()).filter((t) => map.isShore(t));
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const directions: [number, number][] = [
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[0, -1],
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[0, 1],
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[-1, 0],
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[1, 0],
|
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];
|
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for (let i = 0; i < shores.length; i += 10) {
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const border = shores[i];
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let shoreIdx = 0;
|
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for (const border of this.borderTiles()) {
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if (!map.isShore(border)) continue;
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// Visit every 10th shore tile.
|
||||
if (shoreIdx++ % 10 !== 0) continue;
|
||||
|
||||
const bx = map.x(border);
|
||||
const by = map.y(border);
|
||||
|
||||
for (const [dx, dy] of directions) {
|
||||
for (let d = 0; d < 4; d++) {
|
||||
const dx = SHORE_DIRECTIONS_DX[d];
|
||||
const dy = SHORE_DIRECTIONS_DY[d];
|
||||
// Only follow directions that immediately enter water; land-adjacent
|
||||
// directions are already covered by the direct neighbors() loop.
|
||||
const x1 = bx + dx;
|
||||
|
||||
@@ -32,25 +32,25 @@ export class SpatialQuery {
|
||||
predicate: (t: TileRef) => boolean,
|
||||
): TileRef | null {
|
||||
const map = this.game.map();
|
||||
const candidates: TileRef[] = [];
|
||||
|
||||
// Strict < keeps the first candidate on distance ties, so the winner
|
||||
// depends only on the deterministic BFS visit order.
|
||||
let best: TileRef | null = null;
|
||||
let bestDist = Infinity;
|
||||
for (const tile of map.bfs(
|
||||
from,
|
||||
(_, t) => map.manhattanDist(from, t) <= maxDist,
|
||||
)) {
|
||||
if (predicate(tile)) {
|
||||
candidates.push(tile);
|
||||
const dist = map.manhattanDist(from, tile);
|
||||
if (dist < bestDist) {
|
||||
best = tile;
|
||||
bestDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (candidates.length === 0) return null;
|
||||
|
||||
// Sort by Manhattan distance to find actual nearest
|
||||
candidates.sort(
|
||||
(a, b) => map.manhattanDist(from, a) - map.manhattanDist(from, b),
|
||||
);
|
||||
|
||||
return candidates[0];
|
||||
return best;
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -70,6 +70,17 @@ describe("Neighbor iteration", () => {
|
||||
});
|
||||
});
|
||||
|
||||
// forEachNeighborNSWE's contract is exact order equality with neighbors(),
|
||||
// including at edges and corners, so order-sensitive code can use the two
|
||||
// interchangeably.
|
||||
test("forEachNeighborNSWE matches map.neighbors() exactly (contents and order) for every tile", () => {
|
||||
game.forEachTile((tile) => {
|
||||
const out: TileRef[] = [];
|
||||
game.forEachNeighborNSWE(tile, (n) => out.push(n));
|
||||
expect(out).toEqual(game.map().neighbors(tile));
|
||||
});
|
||||
});
|
||||
|
||||
test("forEachNeighborWithDiag visits all 8 neighbors in dx-major order", () => {
|
||||
const tile = game.ref(5, 7);
|
||||
expect(collectNeighborsWithDiag(tile)).toEqual([
|
||||
|
||||
@@ -76,6 +76,65 @@ describe("PlayerImpl", () => {
|
||||
expect(cityToUpgrade).toBe(false);
|
||||
});
|
||||
|
||||
describe("units() type filtering", () => {
|
||||
beforeEach(() => {
|
||||
player.buildUnit(UnitType.City, game.ref(0, 0), {});
|
||||
player.buildUnit(UnitType.DefensePost, game.ref(11, 0), {});
|
||||
player.buildUnit(UnitType.City, game.ref(0, 11), {});
|
||||
player.buildUnit(UnitType.MissileSilo, game.ref(11, 11), {});
|
||||
});
|
||||
|
||||
// Reference implementation: filter _units preserving insertion order.
|
||||
function expected(...types: UnitType[]) {
|
||||
const ts = new Set(types);
|
||||
return player.units().filter((u) => ts.has(u.type()));
|
||||
}
|
||||
|
||||
test("single type returns matching units in insertion order", () => {
|
||||
expect(player.units(UnitType.City)).toEqual(expected(UnitType.City));
|
||||
expect(player.units(UnitType.City)).toHaveLength(2);
|
||||
});
|
||||
|
||||
test("returns a fresh array, not the internal or shared buffer", () => {
|
||||
const a = player.units(UnitType.City);
|
||||
const b = player.units(UnitType.City);
|
||||
expect(a).not.toBe(b);
|
||||
expect(a).not.toBe(player.units());
|
||||
// Mutating one result must not affect a later query.
|
||||
a.length = 0;
|
||||
expect(player.units(UnitType.City)).toHaveLength(2);
|
||||
});
|
||||
|
||||
test("two and three types return the union in insertion order", () => {
|
||||
expect(player.units(UnitType.City, UnitType.MissileSilo)).toEqual(
|
||||
expected(UnitType.City, UnitType.MissileSilo),
|
||||
);
|
||||
expect(
|
||||
player.units(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
|
||||
).toEqual(
|
||||
expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
|
||||
);
|
||||
// Duplicate types don't duplicate results.
|
||||
expect(player.units(UnitType.City, UnitType.City)).toEqual(
|
||||
expected(UnitType.City),
|
||||
);
|
||||
});
|
||||
|
||||
test("four or more types (Set path) and no match", () => {
|
||||
expect(
|
||||
player.units(
|
||||
UnitType.City,
|
||||
UnitType.DefensePost,
|
||||
UnitType.MissileSilo,
|
||||
UnitType.Port,
|
||||
),
|
||||
).toEqual(
|
||||
expected(UnitType.City, UnitType.DefensePost, UnitType.MissileSilo),
|
||||
);
|
||||
expect(player.units(UnitType.Port)).toEqual([]);
|
||||
});
|
||||
});
|
||||
|
||||
test("Can't send alliance requests when dead", () => {
|
||||
// conquer other
|
||||
const otherTiles = other.tiles();
|
||||
|
||||
@@ -10,6 +10,10 @@
|
||||
* 3. Top functions by self time from the V8 sampling profiler, plus a
|
||||
* .cpuprofile loadable in Chrome DevTools (Performance tab) as a
|
||||
* flame graph.
|
||||
* 4. GC churn: GC pause counts/time by kind, allocation rate per
|
||||
* time window across the game, and top allocating functions from the
|
||||
* V8 sampling heap profiler (plus a .heapprofile loadable in Chrome
|
||||
* DevTools > Memory > Allocation sampling).
|
||||
*
|
||||
* The run is deterministic for a given --seed/--map/--bots, and the final
|
||||
* game-state hash is printed so optimizations can be verified to not change
|
||||
@@ -17,8 +21,9 @@
|
||||
*
|
||||
* Usage:
|
||||
* npm run perf:game -- [--map world] [--ticks 1800] [--bots 400]
|
||||
* [--seed perf-default] [--top 30]
|
||||
* [--seed perf-default] [--top 30] [--window 1000]
|
||||
* [--no-cpu-profile] [--no-exec-profile]
|
||||
* [--no-gc-profile] [--no-alloc-profile]
|
||||
*/
|
||||
import fs from "fs";
|
||||
import path from "path";
|
||||
@@ -40,6 +45,14 @@ import { GameRunner } from "../../../src/core/GameRunner";
|
||||
import { PseudoRandom } from "../../../src/core/PseudoRandom";
|
||||
import { GameConfig, GameStartInfo } from "../../../src/core/Schemas";
|
||||
import { simpleHash } from "../../../src/core/Util";
|
||||
import {
|
||||
AllocationSampler,
|
||||
GcTracker,
|
||||
HeapSampler,
|
||||
HeapWindow,
|
||||
summarizeAllocationProfile,
|
||||
summarizeGcEvents,
|
||||
} from "./GcProfiler";
|
||||
import { NodeGameMapLoader } from "./NodeGameMapLoader";
|
||||
import {
|
||||
CpuProfiler,
|
||||
@@ -63,8 +76,11 @@ interface Options {
|
||||
nations: "default" | "disabled" | number;
|
||||
seed: string;
|
||||
top: number;
|
||||
window: number;
|
||||
cpuProfile: boolean;
|
||||
execProfile: boolean;
|
||||
gcProfile: boolean;
|
||||
allocProfile: boolean;
|
||||
}
|
||||
|
||||
function resolveMap(name: string): GameMapType {
|
||||
@@ -88,8 +104,11 @@ function parseArgs(argv: string[]): Options {
|
||||
nations: "default",
|
||||
seed: "perf-default",
|
||||
top: 30,
|
||||
window: 1000,
|
||||
cpuProfile: true,
|
||||
execProfile: true,
|
||||
gcProfile: true,
|
||||
allocProfile: true,
|
||||
};
|
||||
for (let i = 0; i < argv.length; i++) {
|
||||
const arg = argv[i];
|
||||
@@ -120,12 +139,21 @@ function parseArgs(argv: string[]): Options {
|
||||
case "--top":
|
||||
opts.top = parseInt(next(), 10);
|
||||
break;
|
||||
case "--window":
|
||||
opts.window = parseInt(next(), 10);
|
||||
break;
|
||||
case "--no-cpu-profile":
|
||||
opts.cpuProfile = false;
|
||||
break;
|
||||
case "--no-exec-profile":
|
||||
opts.execProfile = false;
|
||||
break;
|
||||
case "--no-gc-profile":
|
||||
opts.gcProfile = false;
|
||||
break;
|
||||
case "--no-alloc-profile":
|
||||
opts.allocProfile = false;
|
||||
break;
|
||||
default:
|
||||
throw new Error(`unknown argument: ${arg}`);
|
||||
}
|
||||
@@ -139,6 +167,11 @@ function fmtMs(ms: number): string {
|
||||
return ms >= 100 ? ms.toFixed(0) : ms >= 10 ? ms.toFixed(1) : ms.toFixed(2);
|
||||
}
|
||||
|
||||
function fmtMB(bytes: number): string {
|
||||
const mb = bytes / 1024 / 1024;
|
||||
return mb >= 100 ? mb.toFixed(0) : mb >= 10 ? mb.toFixed(1) : mb.toFixed(2);
|
||||
}
|
||||
|
||||
function table(headers: string[], rows: string[][]): string {
|
||||
const widths = headers.map((h, c) =>
|
||||
Math.max(h.length, ...rows.map((r) => r[c].length)),
|
||||
@@ -235,6 +268,10 @@ async function main(): Promise<void> {
|
||||
);
|
||||
runner.init();
|
||||
|
||||
const gcTracker = opts.gcProfile ? new GcTracker() : null;
|
||||
gcTracker?.start();
|
||||
const heapSampler = opts.gcProfile ? new HeapSampler() : null;
|
||||
|
||||
let turnNumber = 0;
|
||||
const runTick = (stats: TickStats): boolean => {
|
||||
runner.addTurn({ turnNumber: turnNumber++, intents: [] });
|
||||
@@ -242,6 +279,7 @@ async function main(): Promise<void> {
|
||||
const start = performance.now();
|
||||
const ok = runner.executeNextTick();
|
||||
stats.record(tick, performance.now() - start);
|
||||
heapSampler?.tick();
|
||||
return ok && fatalError === undefined;
|
||||
};
|
||||
|
||||
@@ -263,14 +301,21 @@ async function main(): Promise<void> {
|
||||
`${game.players().filter((p) => p.isAlive()).length} players spawned.`,
|
||||
);
|
||||
|
||||
// Main game phase, under the CPU profiler.
|
||||
heapSampler?.closeWindow("spawn");
|
||||
|
||||
// Main game phase, under the CPU profiler and allocation sampler.
|
||||
const cpuProfiler = opts.cpuProfile ? new CpuProfiler() : null;
|
||||
if (cpuProfiler) {
|
||||
await cpuProfiler.start();
|
||||
}
|
||||
const allocSampler = opts.allocProfile ? new AllocationSampler() : null;
|
||||
if (allocSampler) {
|
||||
await allocSampler.start();
|
||||
}
|
||||
const gameStats = new TickStats();
|
||||
const gameStart_ = performance.now();
|
||||
let heapPeak = 0;
|
||||
let windowStartTick = game.ticks();
|
||||
for (let i = 0; i < opts.ticks; i++) {
|
||||
if (!runTick(gameStats)) {
|
||||
console.error(`game errored at tick ${game.ticks()}:\n${fatalError}`);
|
||||
@@ -280,9 +325,15 @@ async function main(): Promise<void> {
|
||||
if (i % 50 === 0) {
|
||||
heapPeak = Math.max(heapPeak, process.memoryUsage().heapUsed);
|
||||
}
|
||||
if ((i + 1) % opts.window === 0 || i === opts.ticks - 1) {
|
||||
heapSampler?.closeWindow(`${windowStartTick}-${game.ticks() - 1}`);
|
||||
windowStartTick = game.ticks();
|
||||
}
|
||||
}
|
||||
const gamePhaseMs = performance.now() - gameStart_;
|
||||
const profile = cpuProfiler ? await cpuProfiler.stop() : null;
|
||||
const allocProfile = allocSampler ? await allocSampler.stop() : null;
|
||||
const gcEvents = gcTracker ? await gcTracker.stop() : null;
|
||||
|
||||
// ── Report ──
|
||||
|
||||
@@ -355,6 +406,104 @@ async function main(): Promise<void> {
|
||||
);
|
||||
}
|
||||
|
||||
if (gcEvents && heapSampler) {
|
||||
const gamePhaseEvents = gcEvents.filter((e) => e.startTime >= gameStart_);
|
||||
const gc = summarizeGcEvents(gamePhaseEvents);
|
||||
|
||||
console.log(`\n--- GC (game phase) ---`);
|
||||
console.log(
|
||||
table(
|
||||
["kind", "count", "total ms", "avg ms", "max ms"],
|
||||
(["minor", "major", "incremental", "weakcb", "all"] as const).map(
|
||||
(kind) => [
|
||||
kind,
|
||||
String(gc[kind].count),
|
||||
fmtMs(gc[kind].totalMs),
|
||||
fmtMs(gc[kind].count > 0 ? gc[kind].totalMs / gc[kind].count : 0),
|
||||
fmtMs(gc[kind].maxMs),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
console.log(
|
||||
`GC time: ${fmtMs(gc.all.totalMs)}ms = ` +
|
||||
`${((gc.all.totalMs * 100) / gamePhaseMs).toFixed(1)}% of game-phase wall time`,
|
||||
);
|
||||
|
||||
console.log(`\n--- Allocation & GC by window ---`);
|
||||
const windowRow = (w: HeapWindow): string[] => {
|
||||
const wgc = summarizeGcEvents(
|
||||
gcTracker!.eventsBetween(w.startTime, w.endTime),
|
||||
);
|
||||
return [
|
||||
w.label,
|
||||
fmtMB(w.allocatedBytes),
|
||||
w.ticks > 0 ? ((w.allocatedBytes / w.ticks) * 1e-3).toFixed(0) : "0",
|
||||
String(wgc.minor.count),
|
||||
fmtMs(wgc.minor.totalMs),
|
||||
String(wgc.major.count),
|
||||
fmtMs(wgc.major.totalMs),
|
||||
fmtMs(wgc.incremental.totalMs),
|
||||
fmtMB(w.heapUsedEnd),
|
||||
];
|
||||
};
|
||||
console.log(
|
||||
table(
|
||||
[
|
||||
"ticks",
|
||||
"alloc MB",
|
||||
"KB/tick",
|
||||
"minor#",
|
||||
"minor ms",
|
||||
"major#",
|
||||
"major ms",
|
||||
"incr ms",
|
||||
"heap MB",
|
||||
],
|
||||
heapSampler.all().map(windowRow),
|
||||
),
|
||||
);
|
||||
console.log(
|
||||
`(alloc = sum of positive used-heap deltas between ticks; a lower bound on churn)`,
|
||||
);
|
||||
}
|
||||
|
||||
if (allocProfile) {
|
||||
const { sites, totalBytes } = summarizeAllocationProfile(
|
||||
allocProfile,
|
||||
PROJECT_ROOT,
|
||||
);
|
||||
console.log(
|
||||
`\n--- Top allocating functions (game phase, sampled; ` +
|
||||
`~${fmtMB(totalBytes)} MB total incl. collected) ---`,
|
||||
);
|
||||
console.log(
|
||||
table(
|
||||
["alloc MB", "%", "function", "location"],
|
||||
sites
|
||||
.slice(0, opts.top)
|
||||
.map((s) => [
|
||||
fmtMB(s.selfBytes),
|
||||
s.selfPct.toFixed(1),
|
||||
s.functionName,
|
||||
s.location,
|
||||
]),
|
||||
),
|
||||
);
|
||||
|
||||
const outDir = path.join(PROJECT_ROOT, "tests/perf/output");
|
||||
fs.mkdirSync(outDir, { recursive: true });
|
||||
const outFile = path.join(
|
||||
outDir,
|
||||
`fullgame-${opts.map.replace(/\W+/g, "_")}-${opts.seed}.heapprofile`,
|
||||
);
|
||||
fs.writeFileSync(outFile, JSON.stringify(allocProfile));
|
||||
console.log(
|
||||
`Heap profile written to ${path.relative(PROJECT_ROOT, outFile)}` +
|
||||
` (open in Chrome DevTools > Memory > Allocation sampling)`,
|
||||
);
|
||||
}
|
||||
|
||||
if (profile) {
|
||||
console.log(`\n--- Top functions by self time (V8 sampling profiler) ---`);
|
||||
const fns = summarizeCpuProfile(profile, PROJECT_ROOT);
|
||||
|
||||
@@ -0,0 +1,276 @@
|
||||
import { Session } from "node:inspector";
|
||||
import { PerformanceObserver } from "node:perf_hooks";
|
||||
import v8 from "node:v8";
|
||||
|
||||
// ── GC pause tracking (PerformanceObserver on 'gc' entries) ──
|
||||
|
||||
export type GcKind = "minor" | "major" | "incremental" | "weakcb";
|
||||
|
||||
const KIND_NAMES: Record<number, GcKind> = {
|
||||
1: "minor", // NODE_PERFORMANCE_GC_MINOR (scavenge)
|
||||
4: "major", // NODE_PERFORMANCE_GC_MAJOR (mark-sweep-compact)
|
||||
8: "incremental", // NODE_PERFORMANCE_GC_INCREMENTAL (marking steps)
|
||||
16: "weakcb", // NODE_PERFORMANCE_GC_WEAKCB (weak callbacks)
|
||||
};
|
||||
|
||||
export interface GcEvent {
|
||||
kind: GcKind;
|
||||
/** performance.now() timeline of when the GC started. */
|
||||
startTime: number;
|
||||
durationMs: number;
|
||||
}
|
||||
|
||||
export interface GcKindSummary {
|
||||
count: number;
|
||||
totalMs: number;
|
||||
maxMs: number;
|
||||
}
|
||||
|
||||
export type GcSummary = Record<GcKind, GcKindSummary> & {
|
||||
all: GcKindSummary;
|
||||
};
|
||||
|
||||
export function summarizeGcEvents(events: GcEvent[]): GcSummary {
|
||||
const empty = (): GcKindSummary => ({ count: 0, totalMs: 0, maxMs: 0 });
|
||||
const summary: GcSummary = {
|
||||
minor: empty(),
|
||||
major: empty(),
|
||||
incremental: empty(),
|
||||
weakcb: empty(),
|
||||
all: empty(),
|
||||
};
|
||||
for (const e of events) {
|
||||
for (const bucket of [summary[e.kind], summary.all]) {
|
||||
bucket.count++;
|
||||
bucket.totalMs += e.durationMs;
|
||||
bucket.maxMs = Math.max(bucket.maxMs, e.durationMs);
|
||||
}
|
||||
}
|
||||
return summary;
|
||||
}
|
||||
|
||||
/**
|
||||
* Records every GC the process performs, with timestamps, so pauses can be
|
||||
* attributed to time windows after the fact. The tick loop is synchronous and
|
||||
* V8 only dispatches buffered GC entries to observers on a later timer task
|
||||
* (setImmediate and takeRecords() both see nothing), so stop() awaits timer
|
||||
* ticks until no new entries arrive.
|
||||
*/
|
||||
export class GcTracker {
|
||||
private observer: PerformanceObserver | null = null;
|
||||
readonly events: GcEvent[] = [];
|
||||
|
||||
start(): void {
|
||||
this.observer = new PerformanceObserver((list) => {
|
||||
for (const entry of list.getEntries()) {
|
||||
// Node's PerformanceEntry has .detail; the bundled DOM type does not.
|
||||
const detail = (entry as { detail?: { kind?: number } }).detail;
|
||||
const kind = KIND_NAMES[detail?.kind ?? 0];
|
||||
if (kind === undefined) continue;
|
||||
this.events.push({
|
||||
kind,
|
||||
startTime: entry.startTime,
|
||||
durationMs: entry.duration,
|
||||
});
|
||||
}
|
||||
});
|
||||
this.observer.observe({ entryTypes: ["gc"] });
|
||||
}
|
||||
|
||||
async stop(): Promise<GcEvent[]> {
|
||||
let idleRounds = 0;
|
||||
let lastCount = this.events.length;
|
||||
while (idleRounds < 3) {
|
||||
await new Promise((resolve) => setTimeout(resolve, 0));
|
||||
if (this.events.length === lastCount) {
|
||||
idleRounds++;
|
||||
} else {
|
||||
idleRounds = 0;
|
||||
lastCount = this.events.length;
|
||||
}
|
||||
}
|
||||
this.observer?.disconnect();
|
||||
this.observer = null;
|
||||
return this.events;
|
||||
}
|
||||
|
||||
/** Events whose start falls in [fromTime, toTime) on the performance.now() timeline. */
|
||||
eventsBetween(fromTime: number, toTime: number): GcEvent[] {
|
||||
return this.events.filter(
|
||||
(e) => e.startTime >= fromTime && e.startTime < toTime,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ── Per-window heap sampling (allocation-rate proxy) ──
|
||||
|
||||
export interface HeapWindow {
|
||||
label: string;
|
||||
ticks: number;
|
||||
wallMs: number;
|
||||
/**
|
||||
* Sum of positive used-heap deltas between consecutive ticks. This is a
|
||||
* lower bound on bytes allocated (allocation and collection inside a single
|
||||
* tick cancel out), but tracks churn trends well at ~10ms ticks.
|
||||
*/
|
||||
allocatedBytes: number;
|
||||
heapUsedEnd: number;
|
||||
/** Filled in after the run from GcTracker events. */
|
||||
startTime: number;
|
||||
endTime: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Call tick() after every simulation tick and closeWindow() at reporting
|
||||
* boundaries. Uses v8.getHeapStatistics() (no /proc reads, unlike
|
||||
* process.memoryUsage()).
|
||||
*/
|
||||
export class HeapSampler {
|
||||
private windows: HeapWindow[] = [];
|
||||
private lastHeapUsed: number;
|
||||
private windowStartTime: number;
|
||||
private windowAllocated = 0;
|
||||
private windowTicks = 0;
|
||||
|
||||
constructor() {
|
||||
this.lastHeapUsed = v8.getHeapStatistics().used_heap_size;
|
||||
this.windowStartTime = performance.now();
|
||||
}
|
||||
|
||||
tick(): void {
|
||||
const used = v8.getHeapStatistics().used_heap_size;
|
||||
const delta = used - this.lastHeapUsed;
|
||||
if (delta > 0) {
|
||||
this.windowAllocated += delta;
|
||||
}
|
||||
this.lastHeapUsed = used;
|
||||
this.windowTicks++;
|
||||
}
|
||||
|
||||
closeWindow(label: string): HeapWindow {
|
||||
const now = performance.now();
|
||||
const window: HeapWindow = {
|
||||
label,
|
||||
ticks: this.windowTicks,
|
||||
wallMs: now - this.windowStartTime,
|
||||
allocatedBytes: this.windowAllocated,
|
||||
heapUsedEnd: v8.getHeapStatistics().used_heap_size,
|
||||
startTime: this.windowStartTime,
|
||||
endTime: now,
|
||||
};
|
||||
this.windows.push(window);
|
||||
this.windowStartTime = now;
|
||||
this.windowAllocated = 0;
|
||||
this.windowTicks = 0;
|
||||
return window;
|
||||
}
|
||||
|
||||
all(): HeapWindow[] {
|
||||
return this.windows;
|
||||
}
|
||||
}
|
||||
|
||||
// ── V8 sampling heap profiler (allocation sites, includes collected objects) ──
|
||||
|
||||
interface SamplingHeapProfileNode {
|
||||
callFrame: {
|
||||
functionName: string;
|
||||
url: string;
|
||||
lineNumber: number;
|
||||
};
|
||||
selfSize: number;
|
||||
children?: SamplingHeapProfileNode[];
|
||||
}
|
||||
|
||||
export interface SamplingHeapProfile {
|
||||
head: SamplingHeapProfileNode;
|
||||
samples: unknown[];
|
||||
}
|
||||
|
||||
export interface AllocationSite {
|
||||
functionName: string;
|
||||
location: string;
|
||||
selfBytes: number;
|
||||
selfPct: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* Samples allocations (including objects already collected, i.e. churn) and
|
||||
* attributes bytes to the allocating function. Sampled — low overhead, sizes
|
||||
* are statistical estimates.
|
||||
*/
|
||||
export class AllocationSampler {
|
||||
private session = new Session();
|
||||
|
||||
private post(method: string, params?: object): Promise<unknown> {
|
||||
return new Promise((resolve, reject) => {
|
||||
this.session.post(method, params, (err, result) =>
|
||||
err ? reject(err) : resolve(result),
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
async start(samplingIntervalBytes = 65536): Promise<void> {
|
||||
this.session.connect();
|
||||
await this.post("HeapProfiler.enable");
|
||||
await this.post("HeapProfiler.startSampling", {
|
||||
samplingInterval: samplingIntervalBytes,
|
||||
includeObjectsCollectedByMajorGC: true,
|
||||
includeObjectsCollectedByMinorGC: true,
|
||||
});
|
||||
}
|
||||
|
||||
async stop(): Promise<SamplingHeapProfile> {
|
||||
const { profile } = (await this.post("HeapProfiler.stopSampling")) as {
|
||||
profile: SamplingHeapProfile;
|
||||
};
|
||||
this.session.disconnect();
|
||||
return profile;
|
||||
}
|
||||
}
|
||||
|
||||
/** Aggregates self-allocated bytes per function from a sampling heap profile. */
|
||||
export function summarizeAllocationProfile(
|
||||
profile: SamplingHeapProfile,
|
||||
projectRoot: string,
|
||||
): { sites: AllocationSite[]; totalBytes: number } {
|
||||
const bySite = new Map<string, AllocationSite>();
|
||||
let totalBytes = 0;
|
||||
|
||||
const visit = (node: SamplingHeapProfileNode): void => {
|
||||
if (node.selfSize > 0) {
|
||||
totalBytes += node.selfSize;
|
||||
const { functionName, url, lineNumber } = node.callFrame;
|
||||
const name = functionName || "(anonymous)";
|
||||
let location = url.replace(/^file:\/\//, "");
|
||||
if (location.startsWith(projectRoot)) {
|
||||
location = location.slice(projectRoot.length + 1);
|
||||
}
|
||||
if (location !== "" && lineNumber > 0) {
|
||||
location += `:${lineNumber + 1}`;
|
||||
}
|
||||
const key = `${name}@${location}`;
|
||||
const site = bySite.get(key);
|
||||
if (site) {
|
||||
site.selfBytes += node.selfSize;
|
||||
} else {
|
||||
bySite.set(key, {
|
||||
functionName: name,
|
||||
location,
|
||||
selfBytes: node.selfSize,
|
||||
} as AllocationSite);
|
||||
}
|
||||
}
|
||||
for (const child of node.children ?? []) {
|
||||
visit(child);
|
||||
}
|
||||
};
|
||||
visit(profile.head);
|
||||
|
||||
const sites = [...bySite.values()];
|
||||
for (const site of sites) {
|
||||
site.selfPct = totalBytes > 0 ? (site.selfBytes * 100) / totalBytes : 0;
|
||||
}
|
||||
sites.sort((a, b) => b.selfBytes - a.selfBytes);
|
||||
return { sites, totalBytes };
|
||||
}
|
||||
Reference in New Issue
Block a user